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My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

armaansahni.com

431–440 of 493 posts

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#431
Might have been mentioned here, but feed the comments into an AI and get it to prioritise and help implement the top feedback. Also use other AI tools like Claude, Cursor or Windsurf. Beyond that, take the points down at the same time as the red flash and make them flash too, animate the attack and it wasn't clear how I could power up the better weapons.

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#432

Earlier quoted context omitted.

"Everyone dies one day. Everyone. Even wolves. But not books. Not words. Words don't die" -- My son, 3.

Quotes like this always seem smart until you realize you can just burn the books. And the words die like that

Guy Montag begs to differ.

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#434

Congrats kid! It's a fun app incorporating strategic and visual play. The code is well structured and clean. `onclick` handlers inline are a great way to get going with interactivity. One possible improvement could be to add event listeners dynamically after `load`. Another challenge might be to move stuff outside of the global namespace, especially variables. For a challenge and possible improvement, see if you can…

I'm down voting this because two of these three suggestions make the code more complicated for no actual improvement and probably aren't advice that will help a 9 year old, in my opinion.

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#438
This is so cool. I'm glad that kids are still learning the basic tools of web development and making awesome stuff like this just for fun! Reminds me of when I was a kid (though not 9 we didn't have Internet back then). Excellent job by both your son his parents!

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#440

Earlier quoted context omitted.

I was young at the time, but when I TA'd, the lesson I'd try to impart here is to take the time to learn the lexicon of the compiler error, and understand what it is trying to tell you. Then it's not just "code broke yo" but "is here is what is wrong." Much better to learn to have a conversation with a deterministic compiler than an LLM that'll just cook up some random junk when it gets backed into a corner.

I feel like after all these decades of research and implementation, compilers (and runtimes) ought to be better at directly explaining what's wrong. Python has made some significant strides in this area recently, but in my mind it's nowhere near enough.

> directly explaining what's wrong.

My limited experience with the Rust compiler is that its very good at this, at least for a total newbie to Rust.

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